jobel's Forum Posts

  • BadMario I like that idea! however I think you would need a state for each item - that tells whether it is already in its fading state so it doesn't restart fade midway and look awkward.

  • what do you mean by "set"?

    do you have more than one spriteA and spriteB?

    are you setting the angle once or every tick? if every tick then you need For Each then set the angle, it will go through each one. Either way you need to make sure you picking the correct object.

  • you can use form controls, the dropdown is the object called "List".

    but to make one with custom art and fonts is a lot more difficult.

  • you could put the Every X Second at the Top level, then put everything (on clicked) under that.

    The problem blackhornet is eluding to is that "every X seconds" only triggers exactly when the time elapses. So if you don't happen to click at the exact same time as that event, then it won't "happen". And it would be impossibly hard for that to happen.

  • yes it works well, the only stipulation is that the whole class has to use Google Drive.

  • this is what I do.

    I make a Google folder on Drive for each student. I share each individual folder with each student. I name the folder something like: TheirName_GameDrop

    When I start my lesson, they are modifying a c3p file and I have them save it to their respective GameDrop folders as they work on it.

    If they have a question or I want to see their work. I make sure they save, then I open their project, from that folder, on the Stream and everyone can see it.

    I also have a GameShare folder that a share with the entire class if I have small examples for them. Or they want to share their games.

  • are you redirecting the ball? bounce off solid?

    try putting the destroy before the wait.

    I made a test and it worked okay for me, so something else is happening we can't see in your event sheet.

  • I think your intervals are too small.

    0.001 is basically no time at all. Most finely tuned games have 20 millisecond latency built in, and that feels instantaneous! Construct I think updates each tick within and up to 16 milliseconds.

    Every 0.001 seconds will not run accurately as far as I know since Every Tick won't even run that fast.

  • oh haha! that was easy! I just didn't know the sequence. thanks..

  • I went to GitHub and can't figure out how to make a bug report... I've done it in the past, but I forget how, which makes me feel stupid.

    It keeps looking like I am modifying the template. I go into NEW ISSUE, but then all I get is a blank form without the template.

    I have used source control in the past but I've never use GitHub so I don't exactly know how it works.

    Can anyone help?

    Tagged:

  • could be that! although it feels longer, I could be wrong though. I will gladly check it in your next update.

  • Make a variable, in the condition where you request AJAX set it to start counting (in a separate event) dt or wallclock time (add to the variable) when AJAX request complete triggers shut off the counting and your variable will contain the total time it took.

  • no it's only an audio latency. and yes it's that "pop" sound. I can tell it's definitely delayed. not really noticeable to most people though.

    Someone mentioned it on the forums how their Android app had a 0.5-1.0 second latency in the sound effect. I haven't deployed an app to Android since Cocoon and never had this issue. So maybe it's something to do with Construct's apk?

    Doesn't seem to impact your game at all, but if I was making a shooter I think it would be a problem.

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  • so far he got to level 11 or whatever unlocks the zen mini game...

    when we click on those floaty things going by it seems like you also get that weird sound latency (I heard this a bug with deploying to Android). You can't really tell though, I just noticed it.

  • my son stole my phone from me and played it a bunch! He said wow, this looks hard!